Fixed Pupae issue where piles of them would result in auto-bug-death from Pupae jumping on top of their buddies' heads and causing "stomp" damage. Similarly, other EXUScriptedPawns can only deal stomp damage now if the stomper has more mass than the stomped.

Tachyon Driver alt fire now guarantees target will explode into gibs when killed as long as the Tachyon Storm or the blast wave is the last thing to damage it and the target can be gibbed. Just like the primary fire!

Turbo Skaarj Berserkers now fire three projectiles per shot (so six total every attack), but have less health and are no longer immune to their own damage type. Flak projectiles used by pawns also have reduced damage, max splash radius, and max sensor radius.

Fixed a bunch of MP pawns set to drop Energizer Balls when killed that I forgot to update. All pawns should now drop the proper loot.

AdvancedCreatureFactories, HellHoes, and DevilBirds/Sentinels/Watchers can now allow random loot drops that override the pawns' defaults. See code comments in the respective classes (in UED, go to Edit Script and read the green // stuff) to see how they work if you aren't sure.

EXUShotty fixed for bots! I actually just made it into a projectile weapon and made it fire 25 projectiles per shot. It's basically the same gun the Shrapnel Mercenary Elite uses. The main thing is, bots can hit you with the EXU Shotty now. Good stuff.

As seen in this thread, I just now fixed some completely broken target leading aim code for Easy and Medium (and indirectfire pawns on all difficulties thanks to integration's code) which has been more or less useless since AT LEAST Demo 3, which was... a long fucking time ago.

What does this mean? Honestly, not THAT much, but it is a game changer. Pawns can now hit you at very very very long range with any projectile... IF they are set to bLeadTarget AND you are stationary or move without changing directions AND the pawn's RangedAccuracy value is zero. Very few pawns have 0 RangedAccuracy (perfect aim), though small values don't contribute very much randomness. However, most players don't stand still or move in a single direction when engaging enemies at long range.

So while theoretically the change is huge, in practice it won't be that different. The biggest differences will be directfire projectiles on Easy and Medium, as I have done away with the global projectile speed nerfs, which caused the fuckery in the first place. Indirectfire projectiles on all difficulties will now be much more dangerous regardless of distance from the enemy.

To compensate for the increased projectile speed and improved indirectfire aiming on enemies, I'm going to look into implementing some kind of global random health/armor drop system for at least Easy and Medium so players who take more hits than they bargained for will be able to juice back up regardless of how much health or armor is around, among other things.

I've also been working on some new interactive environmental hazards to be placed in maps. Expect to see at least one variant in some of the maps next patch, as early as Map 2.

Things are gonna get interesting.

[Edit] Note that this isn't final and speed nerfs may stick around in a newer, better form to preserve balance.